/****************************************
 * 指令菜单 (选择 使用 或 炼符 的菜单)
 ****************************************/

function Scene_SkillCommand() {
    this.initialize.apply(this, arguments);
}

Scene_SkillCommand.prototype = Object.create(Scene_Menu.prototype);
Scene_SkillCommand.prototype.constructor = Scene_SkillCommand;


Scene_SkillCommand.prototype.createStatusWindow = function () {
    this._statusWindow = new Window_MenuStatus(0, 0);
    this._statusWindow.x = (Graphics.boxWidth - 660) / 2;			//居中
    this._statusWindow.y = Graphics.boxHeight - 265;
    //this._statusWindow.reserveFaceImages();
    this.addWindow(this._statusWindow);
};

Scene_SkillCommand.prototype.createGoldWindow = function () {
    this._goldWindow = new Window_Gold(0, 0);
    this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width - 64;
    this._goldWindow.y = 40;

    this.addWindow(this._goldWindow);
};


// 菜单命令窗口
Scene_SkillCommand.prototype.createCommandWindow = function () {
    this._commandWindow = new SWDA_Window_SkillMenuCommand(0, 0);
    this._commandWindow.setHandler('lys', this.commandLys.bind(this));
    this._commandWindow.setHandler('skill', this.commandPersonal.bind(this));
    this._commandWindow.setHandler('fu', this.commandPersonal.bind(this));
    this._commandWindow.setHandler('cancel', this.popScene.bind(this));
    this.addWindow(this._commandWindow);
};


Scene_SkillCommand.prototype.onPersonalOk = function() {
    switch (this._commandWindow.currentSymbol()) {
    /*
    case 'lyh':
        SceneManager.push(Scene_Lyh);
        break;
    */
    case 'skill':
        SceneManager.push(Scene_Skill);
        break;
    case 'fu':
        SceneManager.push(Scene_Fu);
        break;
    }
};

// 炼妖术指令
Scene_Menu.prototype.commandLys = function() {
    SceneManager.push(Scene_Synthesis);
};

window.Scene_SkillCommand = Scene_SkillCommand